Rediamonds found in Texas! (12v12 Triples)

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Challenging Rediamond

12v12 FE Triples
ASB Arena
5 chills/2 recovers
2 Day Player DQ, 1 week Ref DQ
2 subs


To refs: Please only take these battles if you can remain active, thanks very much :)
Accepting. Same terms as jas.
And Just for reference:
OK, lets do this.
Items = no
Switch = no
Abilities = all
To the Left, TexasCloverleaf with his team:


Gabite* Sharky, (M)
Nature: Adamant (plus Attack, minus Special Attack)
Type: Dragon/Ground
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:
Sand Veil:
Type: Innate
This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
(Unlocked) (DW) Rough Skin:
Type: Innate
When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.

Stats:
HP: 110
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 102


EC: 9/9
MC: 0
DC: 5/5

Attacks:
Fire Fang
Tackle*
Sand Attack*
Dragon Rage*
Sandstorm*
Take Down*
Sand Tomb*
Slash*
Dual Chop
Dig
Dragon Rush

Outrage*
Body Slam*
Iron Head*
Thrash
Aqua Tail
Draco Meteor
Earth Power

Hone Claws*
Earthquake*
Stone Edge*
Dragon Claw
Shadow Claw
Protect
Substitute
Crunch
Toxic
Rest
Swords Dance
Stealth Rock
Dragon Tail
Double Team
Poison Jab
Rock Slide
Bulldoze
Giga Impact
Dragon Tail
Swagger
Total Moves: 39

Milotic (Leia) (F)
Timid: (Plus Speed, minus Attack, +10% acc boost)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Marvel Scale:
Type: Innate
This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).
(Unlocked) (DW) Cute Charm:
Type: Innate
This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move

Stats:
HP: 100
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 4
SpD: Rank 5
Spe: 81

E/C 6/6
MC: 0
DC: 5/5
Moves:
Splash*
Tackle*
Flail
Water Gun
Wrap
Water Sport
Refresh
Twister
Recover
Captivate
Hydro Pump

Hypnosis*
Mirror Coat*
Dragon Pulse*

Toxic*
Ice Beam*
Surf*
Rest
Substitute
Water Pulse
Scald
Protect
Dive
Double Team
Total moves: 24


Charizard, Zoan, Male
Nature: Lonely
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.
Blaze: Type: Innate
When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
(Unlocked) (DW) Solar Power:
Type: Innate
When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).

Charizard
HP: 100
Atk: Rank 4 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 100

EC: 9/9
MC: 0
DC: 5/5

Moves:
Heat Wave
Dragon Claw
Shadow Claw
Air Slash
Scratch
Growl
Leer
Ember
Rage
Smokescreen
Metal Claw
Dragon Rage
Scary Face
Fire Fang
Wing Attack
Slash
Inferno

Dragon Dance
Flare Blitz
Crunch
Belly Drum
Counter
Focus Punch
Dragon Pulse
Blast Burn
Tailwind
Bide
Endure

Flamethrower
Rock Slide
Substitute
Protect
Swords Dance
Hidden Power Grass 7
Fly
Roost
Dig
Total Moves: 38


Cyclohm, Behemoth, Female
Nature: Modest (+SpA, -Atk)
Electric:Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Dragon:Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
(Unlocked) Overcoat (DW): (Innate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1)
Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80
Base Rank Total: 20

EC: 9/9
MC: 3
DC: 5/5

Moves:
Weather Ball
Whirlwind
Bide
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Spark
Sonicboom
Discharge
Slack Off
Hurricane
Tri Attack

Hydro Pump
Signal Beam
Power Gem
Dragon Dance
Heal Bell
Draco Meteor
Magnet Rise

Thunderbolt
Flamethrower
Charge Beam
Dragon Pulse
Protect
Torment
Hidden Power Grass 7
Volt Switch
Substitute
Sunny Day
Surf
Toxic
Ice Beam
Thunder Wave
Roar
Double Team
Total Moves: 40


Metagross, Rocky
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Steel/Psychic
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Clear Body:
(Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (DW):
(Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Metagross
HP: 100
Atk: Rank 6 (+)
Def: Rank 5
SpA: Rank 3
SpD: Rank 3
Spe: 61 (-)
Size Class: 4
Weight Class: 9 (550 kg)
Base Rank Total: 22

EC: 9/9
MC: 0
DC: 4/5

Magnet Rise
Take Down
Metal Claw
Confusion
Scary Face

Zen Headbutt
Iron Defense
Iron Head

Meteor Mash
Bullet Punch
Pursuit
Agility
Earthquake
Stealth Rock
Hone Claws
Ice Punch
Protect
Total Moves: 17


Gengar, Phantom, Male
Nature: Hasty (+15% Speed, +19% Accuracy, -1 Def)
Type: Ghost/Poison
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Gengar
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 5
SpD: Rank 3
Spe: 127 (+)
Size Class: 3
Weight Class: 3
Base Rank Total: 19

EC: 9/9
MC: 0
DC: 0/0

Hypnosis
Lick
Spite
Mean Look
Curse
Night Shade
Confuse Ray
Sucker Punch
Shadow Punch
Dark Pulse
Dream Eater

Ice Punch
Disable
Will-o-Wisp
Fire Punch
Thunderpunch
Bide

Thunderbolt
Shadow Ball
Sludge Bomb
Taunt
Torment
Substitute
Total moves: 23


Gastrodon, Squishy
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Water / Ground
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings

Abilities:
Sticky Hold: (Innate)This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
(DW) Sand Force *Unlocked*: This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage

Gastrodon
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 33 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 18

EC: 6/6
MC: 0
DC: 5/5

Mud Slap
Mud Sport
Harden
Water Pulse
Mud Bomb
Hidden Power Grass 7
Rain Dance
Body Slam
Recover
Counter*
Mirror Coat
Yawn
Earth Power
Toxic
Ice Beam
Substitute
Scald
Protect
Double Team
Dig
Stockpile
Dive
Total Moves: 21


Houndoom, Hellhound, Male
Nature: Mild (+1 SpA, -1 Def)
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Abilities: Early Bird (Innate): This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.
Flash Fire (Innate): This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Unnerve (Innate) *Locked*: The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Houndoom
HP: 100
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 95
Size Class: 3
Weight Class: 4
Base Rank Total: 18

EC: 6/6
MC: 0
DC: 5/5

Thunder Fang
Leer
Ember
Howl
Smog
Roar
Bite
Odor Sleuth
Beat Up
Flamethrower
Crunch
Nasty Plot

Counter
Sucker Punch
Magic Coat

Rest
Will-o-wisp
Shadow Ball
Dark Pulse
Sludge Bomb
Taunt
Total moves: 21


Emboar, HulaCloverPig, Male
Nature: Brave (+1 Atk, -15% Spe, -10% Evasion)
Type: Fire/Fighting
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
(Hidden) Reckless: (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.

Emboar
HP: 110
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 56 (-)
Size Class: 3
Weight Class: 5
Base Rank Total: 22

EC: 9/9
MC: 0
DC: 5/5

Hammer Arm
Tackle
Tail Whip
Ember
Odor Sleuth
Defense Curl
Flame Charge
Arm Thrust
Smog
Rollout
Take Down
Heat Crash
Assurance
Roar
Head Smash
Flare Blitz
Flamethrower

Superpower
Curse
Yawn
Body Slam
Endeavor
Sleep Talk

Wild Charge
Grass Knot
Flamethrower
Will-o-Wisp
Taunt
Bulldoze
Focus Blast
Scald
Protect
Substitute
Stone Edge
Double Team
Total Moves: 36


Cacturne, Rosey, Female
Nature: Naughty (+1 Atk, -1 SpD)
Type: Grass
Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Abilities:
Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Water Absorb (Hidden): (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.

Cacturne
HP: 100
Atk: Rank 5 (+)
Def: Rank 2
SpA: Rank 4
SpD: Rank 1 (-)
Spe: 55
Size Class: 3
Weight Class: 4
Base Rank Total: 17

EC: 6/6
MC: 0
DC: 5/5

Revenge
Poison Sting
Leer
Absorb
Growth
Leech Seed
Sand Attack
Pin Missile
Ingrain
Sucker Punch
Spikes
Destiny Bond

Disable
Seed Bomb
Nasty Plot
Magic Coat
Thunderpunch
Teeter Dance
Synthesis
Counter

Swords Dance
Energy Ball
Toxic
Total Moves: 23


Slowking, Female, Ivory
Nature: Relaxed (+1 Def, -15% Spe, -10% Evasion)
Type: Water/Psychic
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Oblivious (Innate): This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Own Tempo (Innate): This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.
(DW) Regenerator *Unlocked*: When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Slowking
HP: 100
Atk: Rank 3
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 4
Spe: 26 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19

EC: 6/6
MC: 0
DC: 5/5

Power Gem
Hidden Power Electric 7
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Slack Off
Psychic
Heal Pulse
Psych Up
Nasty Plot
Trump Card

Sleep Talk
Belly Drum
Zen Headbutt
Endure
Bide
Counter
Magic Coat

Rest
Rain Dance
Toxic
Scald
Zap Cannon
Ice Beam
Flamethrower
Trick Room
Dive
Light Screen
Psyshock
Protect
Dig
Double Team
Reflect
Fissure
Total Moves: 39


Steelix, Cannon, Male
Nature: Sassy (+1 SpD, -1 Spe, -10% Evasion)
Type: Ground/Steel
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:
Rock Head (Innate): This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Sturdy (Innate): This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
(DW) Sheer Force (Can be Enabled) *Unlocked*: This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Steelix
HP: 100
Atk: Rank 3
Def: Rank 8
SpA: Rank 2
SpD: Rank 4 (+)
Spe: 26 (-)
Size Class: 7
Weight Class: 8
Base Rank Total: 21

EC: 6/6
MC: 0
DC: 5/5

Fire Fang
Ice Fang
Thunder Fang
Mud Sport
Tackle
Harden
Bind
Screech
Rock Throw
Rage
Rock Tomb
Smack Down
Sandstorm
Slam
Stone Edge
Double-Edge
Crunch
Iron Tail
Curse

Stealth Rock
Explosion
Rock Blast
Block
Endure
Flail
Earth Power
Heavy Slam
Rock Slide
Aqua Tail
Iron Head

Toxic
Dig
Taunt
Earthquake
Roar
Torment
Giga Impact
Double Team
Protect
Gyro Ball
Total Moves: 40

And to my right, Rediamond with his team:


Gengar* [Cloak] (Male)
Nature: Timid (+Speed, +19% accuracy, -*Att)

Type:
Ghost/Poison: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.),
Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).

Stats:
HP: 90
Att: Two (-)
Def: Two
SpAtt: Five
SpDef: Three
Spe+: 127
Size Class: 3
Weight Class: 3
Base Rank Total: 19

EC: 9/9
MC: 0

Abilities:
Levitate: This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.

Attacks:
Hypnosis*
Lick*
Spite*
Mean Look*
Curse*
Confuse Ray*
Night Shade*
Sucker Punch*
Destiny Bond
Dark Pulse
Hex
Nightmare
Mean Look

Fire Punch*
Ice Punch *
Will-o-Wisp*

Pain Split
Magic Coat
Endure

Energy Ball*
Psychic*
Thunderbolt*
Shadow Ball
Sludge Bomb
Substitute
Focus Blast
Venoshock
Toxic
Bide
Taunt
Torment
Double Team
Brick Break
# of moves: 34


Gardevoir* [Dreamer] (Female)
Nature: Bold (+* Defense, -*Attack)

Type: Psychic
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.


Stats:
Hp: 100
Atk-: Rank 2

Def+: Rank 4
SpAtk: Rank 5
SpDef: Rank 4
Spe: 80
Size Class: 3
Weight Class: 3
Base Rank Total: 21

EC: 9/9
MC: 0
DC: 5/5

Abilities:
Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
Trace: (Can be activtated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Telepathy: (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf. (Dream World)

Attacks: 34
Growl*

Healing Wish
Confusion*
Double Team*
Teleport*
Lucky Chant*
Magical Leaf*
Heal Pulse*
Calm Mind*
Hypnosis
Imprison
Charm
Future Sight
Captivate
Dream Eater

Will-o-wisp*
Shadow Sneak*
Destiny Bond*
Disable
Dream Eater
Encore
Confuse Ray

Psycho Shock*
Psychic*
Thunderbolt*
Hidden Power Ground (7)
Substitute
Focus Blast
Taunt
Light Screen
Reflect
Toxic
Sunny Day
Hyper Beam


Ninetales (F) [Sunshine] (Female)
Nature: Timid (+Speed, +16% accuracy, -Att)

Type:
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1).

Stats:
Hp: 100
Att: 2(-)
Def: 3
SpAtt: 3
SpDef: 4
Spe+: 115
Size Class: 2
Weight Class: 2
Base Rank Total: 20


EC: 6/6
MC: 0
DC: 5/5

Abilities:
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Drought: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). (Dream World)

Attacks:
Ember*
Tail Whip*
Roar*
Quick Attack*
Fire Spin*
Will-o-Wisp*
Confuse Ray*
Imprison*
Flame Burst*
Flamethrower*
Safeguard*
Nasty Plot
Fire Spin
Inferno

Energy Ball*
Extrasensory*
Hypnosis*
Faint Attack
Pain Split
Disable
Hex

Heat Wave
Magic Coat

HP Ground 7
Protect*
Toxic*
Return*
Dig
SolarBeam
Bide
Psyshock
Double Team
Safegaurd
# of moves: 36


Venusaur [Yoshi] (F)

Nature: Naughty (+ Attack, - Special Defense)

Type: Grass/Poison
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3 (-)
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 20

EC: 9/9
MC: 3
DC: 5/5

Attacks: 25
Tackle
Growl
Leech Seed
Vine Whip
PoisonPowder
Sleep Powder
Take Down
Razor Leaf
Sweet Scent
Growth

Synthesis
Double Edge
Seed Bomb
Worry Seed
Petal Dance

Giga Drain
Light Screen
Power Whip

Toxic
Venoshock
Hidden Power Fire (7)

Sunny Day
Earthquake
Bide
Roar


Togekiss [Airplane] (M)
Nature: Timid (*1.15 and +10% accuracy, -One Attack)

Type: Normal/Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas; Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.


Stats:
HP: 100
Atk: Rank One (-)
Def: Rank Three
SpA: Rank Five

SpD: Rank Four
Spe+: 92
Size Class: 3
Weight Class: 3
Base Rank Total: 20

EC: 9/9
MC: 0
DC: 4/5

Abilities:
Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time. [DreamLocked]

Attacks:
Magical Leaf

Sky Attack
Air Slash
Aura Sphere
Extremespeed
Growl
Charm
Metrenome
Sweet Kiss
Yawn
Encore
Ancient Power
Follow Me
Bestow
Wish
Safegaurd
Baton Pass

Extrasensory
Morning Sun
Substitute

Flamethrower
Psychic
Solar Beam

Thunder Wave
Light Screen
#of moves: 26


Porygon-Z [Cybrus]
Nature: Modest (+SpAtt, -*Att)

Type: Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).

Stats:
HP: 100
Atk: 2(-)
Def: 3
SpA: 6(+)
SpD: 3
Spe: 90
Size Class: 2
Weight Class: 3
Base Rank Total: 20

EC: 9/9
MC: 0
DC: 5/5

Abilities:
Trace: (Can be activtated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Download: (Innate) At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage increase on the offense that strikes an opponent’s weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher defense, and attack when facing Hypno, which has higher special defense. For ties, Attack is raised.) This boost is maintained at the end of each round.
Analytic: (Innate) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.


Attacks:
Conversion2
Tackle
Sharpen
Conversion
Agility
Psybeam
Recover
Magnet Rise
Signal Beam
Discharge
Tri Attack

Nasty Plot
Magic Coat
Hyper Beam

Pain Split
Endure

Solarbeam
HP Fire (7)
Ice Beam
Trick Room
Psyshock
Bide
Double Team
Dark Pulse

Moves: 24


Scizor [Blade] (M)
Nature: Adamant (+1Att, -1SpAtt)

Type:
Bug/Steel: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Stats:
HP: 100
Atk: Rank 6(+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 65
Size: 3
Weight: 5 (118 kg)
Base Rank Total: 20

EC: 6/6
MC: 0
DC: 5/5

Abilities:
Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2).
Light Metal: (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)
[Dream World]

Attacks: 35
Vaccum Wave
Quick Attack
Leer
Focus Energy
Double Team
Pursuit
False Swipe
Agility
Wing Attack
Fury Cutter
Double Hit
Bullet Punch
Metal Claw
Iron Head
Iron Defense
Air Slash
Feint

Light Screen
Counter
Night Slash

Endure

X-Scissor
Brick Break
Ariel Ace
Frustration
Bide
Brick Break
Acrobatics
U-turn
Rain Dance
Toxic
Protect
Safegaurd
Return
Sandstorm


Volcarona [Flare] (F)
Nature: Modest (+1SpAtt, -1Att)

Type:
Bug/Fire: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Stats:
HP: 100
Atk-: Rank 1
Def: Rank 3
SpA+: Rank 6
SpD: Rank 4
Spe: 100
Size Class: 3
Weight Class: 3
Base Rank Total: 22

EC: 6/6
MC: 0
DC: 5/5

Abilities:
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
[DreamWorld]

Attacks: 40
Ember
String Shot
Leech Life
Take Down
Gust
Hurricane
Fiery Dance
Quiver Dance
Heat Wave
Fire Spin
Whirlwind
Rage Powder
Bug Buzz
Flame Charge
Bug Bite
Amnesia

Endure
Magnet Rise
Morning Sun
String Shot

SolarBeam
Psychic
Hidden Power (Water 7)
Flamethrower
Toxic
Hyper Beam
Light Screen
Sunny Day
Protect
Safegaurd
Double Team
Fire Blast
Rest
Overheat
Acrobatics
Will-o-Wisp
Struggle Bug
Substitute
U-Turn
Wild Charge
Fly


Armaldo(M) Diego Armando
Nature: Adamant (+Att, -SpAtt)

Type: Bug/Rock
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Rock: Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Stats:

HP: 100
Atk+: Rank 6
Def: Rank 4
SpA-: Rank 2
SpD: Rank 3
Spe: 45
Size Class: 3
Weight Class: 4
Base Rank Total: 20

EC: 6/6
MC: 1
DC: 2/5

Abilities:
Ability 1: Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Ability 2 (DW): Swift Swim: (Innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain.

Attacks: 31
Scratch
Harden
Mud Sport
Water Gun
Protect
Metal Claw
Rock Blast
Crush Claw
Protect

Rock Slide
Rapid Spin
Cross Poison

Endure
Aqua Tail

X-Scissor
Dig
Double Team
Stealth Rock
Sunny Day
Earthquake
Hone Claws
Return
Brick Break
Stone Edge
Ariel Ace
Facade
Swagger
Swords Dance
Substitute
Smack Down


Scylant (F) [Scadi]
Type: Ice/Bug
Nature: Mild (+SpAtt, -Def)

Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.

Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and all Rock-type attacks the round it switches in. In subsequent rounds Mountaineer will not evade Rock-type attacks.
Technician (DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).

EC: 6/6
MC: 1
DC: 5/5

HP: 100
Atk: Rank 4
Def-: Rank 2
SpA+: Rank 5
SpD: Rank 3
Spe: 121
Size Class: 3
Weight Class: 4
Base Rank Total: 21

Moves: 33
Leer
Leech Life
Focus Energy
Bug Bite
Ice Shard
Slash
Icy Wind
Icicle Spear
Hail
Icicle Crash
Bug Buzz
Avalanche
Sheer Cold
Icy Wind
Ice Punch
Ice Beam

Earth Power
Spikes
Counter
Superpower

Blizzard
X-Scissor
Rock Slide
Acrobatics
Taunt
Double Team
Dig
U-Turn
Hone Claws
Toxic
Venoshock
Hidden Power Rock 6
Hyper Beam
Earthquake
Focus Punch


Scyther [Claw] (F)
Nature: Adamant (+1Att, -1SpAtt)

Type:
Type: Bug/Flying
Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves; Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Stats:
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 105
Size: 3
Weight: 4

Base Rank Total: 19

EC: 0/6
MC: 0
DC: 5/5

Abilities:
Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2).
Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.
[DreamWorld]


Attacks: 29
Vaccum Wave
Quick Attack
Leer
Focus Energy
Double Team
Pursuit
False Swipe
Agility
Wing Attack
Fury Cutter
X-Scissor
Swords Dance
Feint

Endure
Night Slash

Counter

Light Screen
Brick Break
U-turn
Protect
Rain Dance
Safegaurd
Frustration
Return
Ariel Ace
Facade
Rest
Attract
Thief


Heracross [Corpus] (M)
Nature: Adamant (+1Att, -1SpAtt)

Type:
Bug/Fight: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Stats:
HP: 100
Atk+: Rank 6
Def: Rank 3
SpA-: Rank 1
SpD: Rank 3
Spe: 85
Size Class: 3
Weight Class: 4
Base Rank Total: 19

MC: 0
DC: 5/5

Abilities:
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Swarm: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)
Moxie:(Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round. [DreamLocked]

Attacks: 43
Night Slash
Tackle
Leer
Horn Attack
Endure
Fury Attack
Ariel Ace
Brick Break
Counter
Megahorn
Close Combat
Reversal
Feint

Bide
Revenge
Flail
Double Edge
Focus Punch

Earthquake
Rock Slide
Double Team
Shadow Claw
Rain Dance
Frustration
Smack Down
Dig
Rock Tomb
Return
Facade
Rest
Attract
Thief
Focus Blast
False Swipe
Fling
Retaliate
Giga Impact
Stone Edge
Struggle Bug
Bulldoze
Swagger
Substitute



Here's the order for this match:

TexasCloverleaf sends out mons
Rediamond sends out mons and issues orders
TexasCloverleaf issues orders
I ref
TexasCloverleaf issues orders
Rediamond issues orders
I ref​
 
Time.

It appears to proceed forwards at an even, constant rate. Even if our experience is subjective, it flows the same across the world, dragging everything along with it. Some would call it the great variable that is necessary for every change that occurs. Some would call it the only constant in our universe...

Even some would say that time is niether, and is simply a subjective measurement invented by humans to describe what they can not understand...

The Greeks viewed it as a tyrant; the midpoint between the personified universe and the enlightened age. A striking similarity to the rise of democracy in Athens. I prefer to think of it in this way. Time is the force that is out to destroy each and every one of us, as each steadily loses their momentum in its current...

some can swim for a longer period of time than others, but sooner or later everyone gives up...



It has been months since my last serious battle, and even longer for some of my team. Can I still compete? Or have I been sucked too far downstream...

Fraility... Power... Reliability...

All of the ways this battle could go.

"Scylant, Venusaur, Gardevoir."

Gardevoir. I have the most faith and confidence in you to get the job done. It's almost impossible to pull off a certain offensive strategy in these conditions, but I trust that you can do your best to support your team.

"Light Screen~Hidden Power Ground Cyclohm"
IF Charizard or Cyclohm uses Sunny Day, use Rain Dance and push actions back.

Venusaur. You've been around for a fair while, but I haven't used you in... a long time. Hopefully you can still perform reliably. I need you to strike in such a way that multiple opponents are hit. I trust that you can do so. Scylant will not be pleased, but such is life.

Earthquake~Earthquake
IF Cyclohm uses Magnet Rise, replace all remaining actions with Power Whip Milotic

Scylant. Fraility may not serve you well against a fire type, but I trust that you can strike quickly enough to dent the opponent.

Blizzard~Blizzard
IF Charizard targets you with a damaging fire attack, switch that action to Dig Cyclohm, and push actions back.
-IF Cyclohm has Magnet Rise up, switch action to Dig Milotic
IF Cyclohm uses Bide, switch all remaining actions to Hidden Power Charizard.
 

Texas Cloverleaf

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Milotic: Hydro Pump gardevoir, hypnosis gardevoir
Charizard: Tailwind, Flare Blitz Syclant
Cyclohm: Flamethrower Syclant, Hurricane Venusaur
 
/
/

Leia / Zoan / Behemoth
HP: 100 / 100 / 110
Ene: 100 / 100 / 100
Spe: 81 / 100 / 80
Other: N/a / N/a / N/a​

/
/

Dreamer / Yoshi / Scadi
HP: 100 / 100 / 100
Ene: 100 / 100 / 100
Spe: 80 / 80 / 121
Other: N/a / N/a / N/a​

Moo

/
/

Leia / Zoan / Behemoth
HP: 75 / 70 / 53
Ene: 86 / 83 / 85
Spe: 81 / 100 / 80
Other: N/a / N/a / N/a
Team: Tailwind (4A)​

/
/

Dreamer / Yoshi / Scadi
HP: 85 / 77 / 5
Ene: 93 / 82 / 83
Spe: 80 / 80 / 121
Other: Asleep (Awakes Next Action) / N/a / N/a
Team: Light Screen (4A)​

Blizzard (Syclant -> Charizard/Cyclohm/Milotic)
RNG to crit: 8704/4443/6444 (No/No/No)
RNG to freeze: 6312/9639/3204 (No/No/No)
Damage:
Charizard: (12*.75)+3+7.5-4.5=15 Damage
Cyclohm: ((12*.75)+3+7.5-4.5)*1.5=22.5 Damage
Milotic: ((12*.75)+3+7.5-7.5)*.67=10.05 Damage ; -7 energy

Tailwind (Charizard -> Allies)
Sorry guys, farted...(Tailwind 6 actions) ; -9 energy

Hydro Pump (Milotic -> Gardevoir)
RNG to hit: 3572 (Yes)
RNG to crit: 969 (No)
Damage: 12+3+6-6=15 Damage ; -7 energy

RNG for Speed Tie (<3000 Gardevoir, >3000<6000 Venusaur, >6000 Cyclohm): 2547 (Gardevoir)

Light Screen (Gardevoir -> Allies)
SHIELD ACTIVATE! ; -7 energy

RNG for Speed tie (<5000 Venusaur, >5000 Cyclohm): 9586 (Cyclohm)

Flamethrower (Cyclohm -> Syclant)
RNG for crit: 6888 (No)
RNG for burn: 7385 (No)
Damage: (5+7.5-4.5)*2.25=18 Damage ; -7 energy

Earthquake (Venusaur -> Syclant/Milotic/Cyclohm)
RNG to crit:5422/3709/1403 (No/No/No)
Damage:
Syclant: ((10*.75)+6-3)*.67= 7.035 Damage
Milotic: (10*.75)+6-6= 7.5 Damage
Cyclohm: ((10*.75)+6-6)*1.5= 11.25 Damage ; -7 energy


Flare Blitz (Charizard -> Syclant)
RNG to crit: 9415 (No)
RNG to burn: 8142 (No)
Damage: (14+3+6-3)*2.25=45 Damage ; -15HP (Charizard) ; -8 energy

Hypnosis (Milotic -> Gardevoir)
RNG to hit: 3646 (Yes)
Nighty night, Gardevoir (Light Sleep) ; -7 energy

Hurricane (Cyclohm -> Venusaur)
RNG to hit: 2782 (Yes)
RNG to crit: 2764 (No)
RNG for confusion: 3133 (No)
Damage: (6+7.5-4.5)*1.5=13.5 Damage ; -8 energy

Dig (Syclant)
Diggin up dem holes ; -10 energy

RNG for Speed Tie (<5000 Gardevoir, >5000 Venusaur) 8758 (Venusaur)

Earthquake (Venusaur -> Syclant/Milotic/Cyclohm)
RNG to crit: 186/1337/8846 (Yes/LOL!/No)
Damage:
Syclant: (((10*.75)*2)+6-3+3)*.67= 14.07 Damage
Milotic: (10*.75)+6-6= 7.5 Damage
Cyclohm: ((10*.75)+6-6)*1.5= 11.25 Damage ; -1 energy

Hidden Power Ground 7 (Gardevoir -> Cyclohm)
Sleepy sleepy...ZzzZzzZzz

Dig (Syclant -> Cyclohm)
RNG to crit: 3425 (No)
Damage: (8+6-6)*1.5=12 Damage


Totals:

Syclant: 84.105 (84) Damage ; -17 energy
Venusaur: 13.5 (14) Damage ; -18 energy
Gardevoir: 15 Damage ; -7 energy

Milotic: 25.05 (25) Damage ; -14 energy
Charizard: 30 Damage ; -17 energy
Cyclohm: 57 Damage ; -15 energy
 

Texas Cloverleaf

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Charizard: Rock Slide, Flare Blitz Venusaur
Milotic: Ice Beam Venusaur, Hypnosis Gardevoir
If Gardevoir uses Hypnosis on Milotic or Substitute change action to Hydro Pump Gardevoir
Cyclohm: Hurricane Venusaur, Signal beam Gardevoir
If Gardevoir uses Rain Dance use Hurricane on Venusaur
 
I didn't notice before, but you never factored in Gardevoir's Light Screen. I believe this may leave the battle in a somewhat different place.
 
You are correct, Rediamond. I'll begin fixing those, and once I edit in they're here, Texas I'ma have to ask you to reorder. Standard procedure, whatnot.

EDIT: Finally fixed. It made Venusaur/Syclant's HP go up a little bit. I'll begin reffing this match soon, promise (Actually have no homework tonight).
 
If my math is correct, it shouldn't actually change anything, but if it ever comes down to Venusaur on 3 HP I will be glad I protested...


Ice.

No one really likes the cold. Some will claim they would rather have it than the excess of heat, and some may even claim to enjoy it, but people will always prefer balance over one extreme or the other; particularly cold.

Cold is associated with death, the ultimate symbol of finality. Cold is the absence of heat, and thus the absence of motion and energy, which are both necessary for our world to function. Symbolically, cold is hatred and an inability to interact with others...

In this battle, the cold holds the role of death's companion: inescapable, painful, and followed by a sharp break caused by a loss...

I'm sorry, Scylant.

Scylant... make them fear the cold.

Blizzard+Ice Shard (Flash Freeze) combination~Cooldown

Venusaur, your job is less straightforwards, but still fairly simple. Put quite simply, you are needed to keep the score even, no matter how bad it gets. While this may end up finishing off Scylant, it is unfortunately neccessary.

Earthquake~Earthquake
IF Rock Slide causes you to flinch action one, use Earthquake+Earthquake action two

Gardevoir, I need you to support the team and annoy the opponents... just like you usually do. I understand that you would enjoy more offense, but that role belongs to Venusaur and Scylant at the moment.

Reflect~Evasive Teleport
 
Terribly sorry, Red. I understand I've been on consistently and haven't ref'd this match.

I'll move right on it. And besides, You can't call DQ till about 47 hours from now.
 
/
/

Leia / Zoan / Behemoth
HP: 75 / 70 / 53
Ene: 86 / 83 / 85
Spe: 81 / 100 / 80
Other: N/a / N/a / N/a
Team: Tailwind (4A)​

/
/

Dreamer / Yoshi / Scadi
HP: 85 / 77 / 5
Ene: 93 / 82 / 83
Spe: 80 / 80 / 121
Other: Asleep (Awakes Next Action) / N/a / N/a
Team: Light Screen (4A)​

Quack!

/
/

Leia / Zoan / Behemoth
HP: 59 / 45 / 18
Ene: 72 / 69 / 71
Spe: 81 / 100 / 80
Other: N/a / N/a / N/a
Team: Tailwind (2A)​

/
/

Dreamer / Yoshi / Scadi
HP: 79 / 36 / KO
Ene: 80 / 72 / KO
Spe: 80 / 80 / 121
Other: N/a / N/a / N/a
Team: Light Screen (2A) ; Reflect (4A)​

Flash Freeze (Syclant -> Charizard/Milotic/Cyclohm)
RNG to crit [<=625]: 5113/9203/208 (No/No/Yes)
RNG to freeze [<=1000]: 8777/1609/7411 (No/No/No)
Damage:
Charizard: ((8.5*.75)+6-3)+((8.5*.75)+7.5-4.5)=18.75 Damage
Milotic: (((8.5*.75)+6-6)+((8.5*.75)+7.5-7.5))*.67=8.5425 Damage
Cyclohm: (((8.5*.75)+6-6)+((8.5*.75)+7.5-4.5))*1.5=23.625 Damage ; -17 energy

Rock Slide (Charizard -> Syclant/Gardevoir/Venusaur)
RNG to hit: 2530/878/4337 (No/No/No)
RNG to crit: 6873/8882/6721 (No/No/No)
RNG to flinch: Irr/5123/3494 (No/No/No)
Damage:
Syclant: ((8*.75)+6-3)*2.25=20.25 Damage
Gardevoir: (8*.75)+6-6=6 Damage
Venusaur: (8*.75)+6-4.5=7.5 Damage ; -6 energy

Syclant Fainted!

Ice Beam (Milotic -> Venusaur)
RNG to crit: 7478 (No)
RNG to freeze: 8815 (No)
Damage: (5+6-4.5)*1.5=9.75 Damage ; -7 energy

Hurricane (Cyclohm -> Venusaur)
RNG to hit: 6908 (Yes)
RNG to crit: 7338 (No)
RNG for confusion: 2996 (TrollYes)
Damage: (6+7.5-4.5)*1.5=22.5 Damage ; Venusaur's confused (Slight Confusion) ; -8 energy

Reflect (Gardevoir -> Allies)
Allies gained armor! ; -7 energy

Earthquake (Venusaur -> Milotic/Cyclohm)
RNG for confusion: 3766 (Yes)
Venusaur hit itself in confusion (5.5HP) ; -3 energy


Evasive Teleport (Gardevoir)
I CAN AVOID THE FUTURE! ; -6 energy

Flare Blitz (Charizard -> Venusaur)
RNG to crit: 2346 (No)
RNG to burn: 1745 (No)
Damage: (7+3+6-4.5)*1.5=17.25 Damage ; -5.75HP (Charizard) ; -8 energy

Venusaur Fainted!

Hypnosis (Milotic -> Gardevoir)
Uhh... ; -7 energy

Signal Beam (Cyclohm -> Gardevoir)
WHERE THE HELL ARE YOU? ; -6 energy

Earthquake (Venusaur -> Milotic/Cyclohm)
RNG to crit: 3931/6142 (No/No)
Damage:
Milotic: (10*.75)+6-6=7.5 Damage
Cyclohm: ((10*.75)+6-6)*1.5=11.25 Damage ; -7 energy


Totals:

Milotic: 16.0425 (16) Damage ; -14 energy
Charizard: 24.5 (25) Damage ; -14 energy
Cyclohm: 34.875 (35) Damage ; -14 energy

Gardevoir: 6 Damage ; -13 energy
Venusaur: 46 energy ; -10 energy
Syclant: KO'd
 
In a forest a fair ways away from here, I might one of my most powerful Pokemon...

It was a Heracross, and the leader of the colony in the forest. As a bug trainer, I was seeking out the most powerful bugs I could find. Naturally, I wanted to fight it. The battle lasted some time, but eventually I did manage to force it inside of a Pokeball, but it still refused to use its full strength for me. After a while, we struck a compromise: it would live with its colony unless I needed it for some sort of a high level battle.

I guess this qualifies.

"Heracross, let's end this pathetic dragon."

Feint+Megahorn Cyclohm~Cooldown

"Gardevoir, time to go on the offense."

Mega Thunderbolt Charizard~Cooldown (Thunderbolt Charizard)
IF Charizard uses Dig/Fly
-and stays evasive on action one, use Magical Leaf Milotic~Mega Thunderbolt Charizard
-and stays evasive on both actions one and two, use Magical Leaf twice on Milotic

"Venusaur, help finish this."

Double Edge Charizard~Power Whip Milotic
IF Charizard uses Endure action one, use Toxic+Venoshock Charizard action one
IF Charizard uses Protect, use Synthesis
 

Texas Cloverleaf

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Charizard: Fly+Fly Heracross, cool down
Cyclohm: protect cause why not, Thunderbolt+Hurricane Heracross
Milotic: Ice Beam Venusaur twice

I'll send in houndoom afterwords
 
/
/

Leia / Zoan / Behemoth
HP: 59 / 45 / 18
Ene: 72 / 69 / 71
Spe: 81 / 100 / 80
Other: N/a / N/a / N/a
Team: Tailwind (2A)​

/
/

Dreamer / Yoshi / Corpus
HP: 79 / 36 / 100
Ene: 80 / 72 / 100
Spe: 80 / 80 / 85
Other: N/a / N/a / N/a
Team: Light Screen (2A) ; Reflect (4A)​

Terribly sorry about the long wait. Rediamond, please select a new pokemon to replace Heracross (And next time, check CT of your moves).

/
/

Leia / Zoan / Behemoth
HP: 36 / 29 / 2
Ene: 54 / 24 / 41
Spe: 81 / 100 / 80
Other: N/a / N/a / N/a
Team: N/a​

/
/

Dreamer / Yoshi / Corpus
HP: 79 / 11 / KO
Ene: 48 / 57 / KO
Spe: 80 / 80 / 85
Other: N/a / N/a / N/a
Team: Reflect (2A)​

Protect (Cyclohm)
Not gonna do much... ; -7(+0) energy

Feinthorn (Heracross -> Cyclohm)
RNG to hit: 5735 (Yes)
RNG to crit: 1123 (No)
Damage: 13.5+8.5-6=16 Damage ; -15 energy

Ice Beam (Milotic -> Venusaur)
RNG to crit: 4937 (No)
RNG to freeze: 8431 (No)
Damage: (5+6-4.5)*1.5=9.75 Damage ; -7 energy

Double-Edge (Venusaur -> Charizard)
RNG to crit: 4405 (No)
Damage: 13+6-3=16 Damage ; -5.33HP (Venusaur) ; -7.6 energy

Hi Fly (Charizard)
Charizard soared far above the limits of the field ; -44.5 energy

Mega Thunderbolt (Gardevoir -> Charizard)
He's too high to hit ; -31.5 energy

Hi Fly (Charizard -> Heracross)
RNG to hit: 1640 (Yes)
RNG to crit: 1533 (No)
Damage: 15.25+3+6-4.5)*2.25=44.4375 Damage


Cooldown (Charizard)
...

Ice Beam (Milotic -> Venusaur)
RNG to crit: 9588 (No)
RNG to freeze: 5668 (No)
Damage: (5+6-4.5)*1.5=9.75 Damage ; -11 energy

Cooldown (Heracross)
...

Cooldown (Gardevoir)
...

Power Whip (Venusaur -> Milotic)
RNG to hit: 7077 (Yes)
RNG to crit: 2330 (No)
Damage: (12+3+6-6)*1.5=22.5 Damage ; -7 energy

Bolting Hurricane (Cyclohm -> Heracross)
RNG to hit: 3597 (Yes)
RNG to crit: 1649 (No)
RNG to confuse: 6148 (No)
RNG to paralyze: 587 (Yes)
Damage: (22+7.5-4.5)*2.25=56.25 Damage ; -22.5 energy

Heracross was KO'd (+1KOC Cyclohm)


Total:

Milotic: 22.5 (23) Damage ; -18 energy
Charizard: 16 Damage ; -44.5 (45) energy
Cyclohm: 16 Damage ; -29.5 (30) energy

Gardevoir: 0 Damage ; -31.5 (32) energy
Venusaur: 24.83 (25) Damage ; -14.6 (15) energy
Heracross: KO'd
 

Texas Cloverleaf

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Cyclohm: cool down, Flamethrower Scizor
If Scizor uses Bullet Punch on Clohm replace action with Protect

Charizard: Heat Wave (Scizor, Gardevoir, Venusaur) x2

Milotic: Hypnosis Gardevoir, Hydro Pump Scizor
 
Scizor: Light Screen~Vaccum Wave Cyclohm

Gardevoir: Evasive Teleport~Mega Thunderbolt Charizard

Venusaur: Double Edge+Double Edge Charizard~Die
 
/
/

Leia / Zoan / Behemoth
HP: 36 / 29 / 2
Ene: 54 / 24 / 41
Spe: 81 / 100 / 80
Other: N/a / N/a / N/a
Team: N/a​

/
/

Dreamer / Yoshi / Blade
HP: 79 / 11 / 100
Ene: 48 / 57 / 100
Spe: 80 / 80 / 65
Other: N/a / N/a / N/a
Team: Reflect (2A)​

Deaths on both sides. Please select new mons to take their spots. I'll be editing in the OP what mons are alive, which are dead, and which have KOCs, to both your benefit and mine.

/
/

Leia / Zoan / Behemoth
HP: 36 / KO / KO
Ene: 40 / KO / KO
Spe: 81 / 100 / 80
Other: N/a / N/a / N/a
Team: N/a​

/
/

Dreamer / Yoshi / Blade
HP: 62 / KO / 73
Ene: 10 / KO / 87
Spe: 80 / 80 / 65
Other: N/a / N/a / N/a
Team: Light Screen (4A)​

Evasive Teleport (Gardevoir)
I'm making myself scarce ; -6 energy

Heat Wave (Charizard -> Scizor/Gardevoir/Venusaur)
RNG to hit: 6295/2338/3202 (Yes/Yes/Yes)
RNG to crit: 4903/7682/1768 (No/No/No)
RNG to burn: 2838/3709/9277 (No/No/No)
Damage:
Scizor: (7.5+3+6-4.5)*2.25=27 Damage
Gardevoir: 7.5+3+6-6=10.5 Damage
Venusaur: (7.5+3+6-4.5)*1.5=18 Damage ; -6 energy

Venusaur was KO'd (+1KOC Charizard)

Hypnosis (Milotic -> Gardevoir)
I can't find her, boss! ; -7 energy

Cooldown (Cyclohm)
Derp

Light Screen (Scizor)
Scizor erected a barrier ; -8 energy


Vacuum Wave (Scizor -> Cyclohm)
RNG to crit: 4037 (No)
Damage: 6+1.5-4.5=3 Damage ; -5 energy

Cyclohm was KO'd (+1KOC Scizor)

Heat Wave (Charizard -> Scizor/Gardevoir)
RNG to hit: 9167/8545 (No/Yes)
RNG to crit: 1105 (No)
RNG to burn: 226 (Yes)
Damage: 3.75+3+6-6=6.75 Damage ; -10 energy

Hydro Pump (Milotic -> Scizor)
RNG to hit: 9111 (No)
Milotic's attack missed! ; -7 energy

Mega Thunderbolt (Gardevoir -> Charizard)
RNG to crit: 3959 (No)
RNG to paralyze: 7515 (No)
Damage: (22.5+7.5-4.5)*1.5=38.25 Damage ; -31.5 energy

Charizard was KO'd (+1KOC Gardevoir)


Totals:

Cyclohm: KO'd
Charizard: KO'd
Milotic: 0 Damage ; -14 energy

Scizor: 27 Damage ; -13 energy
Gardevoir: 17.25 Damage ; -37.5 energy
Venusaur: KO'd
 
Scizor: Rain Dance~Ariel Ace Emboar
IF Houndoom uses Damaging Fire Move on Scizor, use Evasive Agility and push actions back
IF Emboar uses Damaging Fire Move on Scizor, use Evasive Agility and push actions back

Gardevoir: Psychic Emboar~Psyshock Emboar
IF Houndoom uses Bodyblock Emboar, use Thunderbolt Milotic instead.

Porygon-Z: Discharge~Psychock Emboar
IF Emboar uses Double Team (4), use Discharge the next action
IF Emboar uses Protect action two, use Discharge
 

Texas Cloverleaf

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Well. Gardevoir can have fun EN KOing itself a2 x)

Emboar: Superpower+Flare Blitz (irc ok'd), cool down (hammer arm), targeting porygon-z
Houndoom: Taunt Scizor, Flamethrower+Flamethrower Scizor
Love how ^ triggers the sub too ^_^
Milotic: Mirror Coat Porygon-Z, Scald Porygon-Z
 
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